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golem fitting help!!!

Author
Mankar Camron
Caldari Provisions
Caldari State
#1 - 2012-12-28 08:42:33 UTC  |  Edited by: Mankar Camron
Hi, returning player. Before I quit ( about 1.5 years ago) I bought a Golem and was working on gearing it up. I no longer remember what the hell I was doing. Been reading the forums a little and seen that Torps got buffed with GMP applying to them now. Is this correct? Also, it seems to me not many people fly the Golem now, or am I wrong? Anyway I have great missle skills and marauders at 5.

Looking at my ship, I have 4 T2 launchers in the high. My mids are empty, but I have a bunch of T2 hardeners in the hangar. Have a Shield Booster too also. Lows I do have 4 CN BCS.

If there are any Golem Pilots out there I could use some fitting advice. Im not by any means rich, but i have about 175m isk to spend on mods.


Also, need rig advice.

http://eveboard.com/pilot/Mankar_Camron
Funky Lazers
Funk Freakers
#2 - 2012-12-28 10:39:59 UTC  |  Edited by: Funky Lazers
Mankar Camron wrote:
Hi, returning player. Before I quit ( about 1.5 years ago) I bought a Golem and was working on gearing it up. I no longer remember what the hell I was doing. Been reading the forums a little and seen that Torps got buffed with GMP applying to them now. Is this correct? Also, it seems to me not many people fly the Golem now, or am I wrong? Anyway I have great missle skills and marauders at 5.

Looking at my ship, I have 4 T2 launchers in the high. My mids are empty, but I have a bunch of T2 hardeners in the hangar. Have a Shield Booster too also. Lows I do have 4 CN BCS.

If there are any Golem Pilots out there I could use some fitting advice. Im not by any means rich, but i have about 175m isk to spend on mods.


Also, need rig advice.

http://eveboard.com/pilot/Mankar_Camron


I used 2x Hydraulic Bays Thrusters for a range, otherwise it's impossible to kill rats that orbit you at 45+km (if you don't use AB ofc).

As for fit, just get 4 tanking mods (SB, SBA and 2x hardeners) and 2 or 3 painters. In case of 2 painters the last med slot can be used for anything you like, AB or Cap Recharger, or even MWD.

Quote:
"Also, it seems to me not many people fly the Golem now, or am I wrong?"


You are not. Generaly guns outperform missiles on every aspect.
For example, it takes 25 mins to complete AE (Angel Extravaganza) in a Golem. In a Mach my record was 16 mins. The saddest thing is Golem performs very good at AE.
On a mission like Mordus Headhunters the superiority of guns will be much more visible, since there are many small targets and Mach eats them very very fast.

So whenever you decide to do missions efficiently try training Guns.

Whatever.

Coffeus
Federal Navy Academy
Gallente Federation
#3 - 2012-12-28 12:32:54 UTC
Just what the person above said, golem is the worst out of marauders. go for vargur since its a shieldtanker so less skills to train.
guns>missiles
Sandra Vellocet
Extended Industries
#4 - 2012-12-28 15:23:34 UTC
Coffeus wrote:
Just what the person above said, golem is the worst out of marauders. go for vargur since its a shieldtanker so less skills to train.
guns>missiles


Last I checked the Golem's a sheild tanker too. I wouldn't say it's the worst, I love using my torp Golem for sheer raw dps. I guess it comes down to personal preference.
Kasutra
No Vacancies
No Vacancies.
#5 - 2012-12-28 15:42:30 UTC
Sandra Vellocet wrote:
Coffeus wrote:
Just what the person above said, golem is the worst out of marauders. go for vargur since its a shieldtanker so less skills to train.
guns>missiles


Last I checked the Golem's a sheild tanker too. I wouldn't say it's the worst, I love using my torp Golem for sheer raw dps. I guess it comes down to personal preference.

Don't think Coffeus meant that the Golem isn't a shield tanker, just that the Vargur has more skill overlap with the Golem than the other marauders.
Funky Lazers
Funk Freakers
#6 - 2012-12-28 16:24:32 UTC
Sandra Vellocet wrote:
Coffeus wrote:
Just what the person above said, golem is the worst out of marauders. go for vargur since its a shieldtanker so less skills to train.
guns>missiles


Last I checked the Golem's a sheild tanker too. I wouldn't say it's the worst, I love using my torp Golem for sheer raw dps. I guess it comes down to personal preference.


If you love using something it doesn't mean it's the best.
I like using Lasers, but it's not the best weapon system for PvE, since you can't change the damage types.

Same goes for Golem. It's the slowest Marauder for the missions therefore it is the worst one.
By slowest I mean it kills slow and performs very poor.

And yes, changing Golem for Vargur will be some great upgrade.

Whatever.

stoicfaux
#7 - 2012-12-28 18:24:57 UTC
Pre-Retribution Golem is meh.

Post-Retribution, between the torp buff and the buffer to the Golem's TP bonus, it's a bit more bearable to fly, in that you only need 3 TPs to effectively TP juggle. But the Golem is still inferior to the Vargur/Mach.

When tracking modules affect missile explosion radius and missile range, then the Golem might be worth it. Even then, the Golem would still suffer DPS loss from wasted overkill, constant reloading/ammo swapping, high skill requirements, and the 10 second cycle on TPs.


As for rigs, as previously mentioned, 2x of the hydraulic bay thrusters, preferably tech 2. The Golem flies like a barn so you're better off speeding up your missiles. Plus, two missile speed rigs keep the flight time less than that of the TPs which helps with the TP juggling a little bit. The increased speed also helps reduce the DPS loss from bad volley counting, (e.g. having a salvo in flight after the target just died to the previous salvo.)


On a positive note, the Golem is great for blitzing Damsel in Distress.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Funky Lazers
Funk Freakers
#8 - 2012-12-28 20:30:41 UTC
stoicfaux wrote:
Pre-Retribution Golem is meh.


Ya, good summary about Golem.

The only thing is "Pre-Retribution" term is wrong. I mean the thing that Golem didn't benefit a lot from a torp exp. radius buff.
It is still a bad boat.

Whatever.

Eternal Error
Doomheim
#9 - 2012-12-28 21:26:47 UTC
[Golem, mission]
Caldari Navy Ballistic Control System
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Pith C-Type Kinetic Deflection Field
Target Painter II
Pith C-Type Thermic Dissipation Field
Pith B-Type Large Shield Booster
100MN Afterburner II
Target Painter II
Shield Boost Amplifier II

Torpedo Launcher II, Inferno Torpedo
Torpedo Launcher II, Inferno Torpedo
Torpedo Launcher II, Inferno Torpedo
Torpedo Launcher II, Inferno Torpedo
Small Tractor Beam II
Small Tractor Beam II
Salvager II

Large Hydraulic Bay Thrusters I
Large Rocket Fuel Cache Partition I


Hammerhead II x5


This is a basic fit (with light drones, don't know why they didn't paste). Pimp what you want.
Rain6637
GoonWaffe
Goonswarm Federation
#10 - 2012-12-29 03:14:48 UTC  |  Edited by: Rain6637
stoicfaux wrote:
Pre-Retribution Golem is meh.

Post-Retribution, between the torp buff and the buffer to the Golem's TP bonus, it's a bit more bearable to fly, in that you only need 3 TPs to effectively TP juggle. But the Golem is still inferior to the Vargur/Mach.

When tracking modules affect missile explosion radius and missile range, then the Golem might be worth it. Even then, the Golem would still suffer DPS loss from wasted overkill, constant reloading/ammo swapping, high skill requirements, and the 10 second cycle on TPs.


As for rigs, as previously mentioned, 2x of the hydraulic bay thrusters, preferably tech 2. The Golem flies like a barn so you're better off speeding up your missiles. Plus, two missile speed rigs keep the flight time less than that of the TPs which helps with the TP juggling a little bit. The increased speed also helps reduce the DPS loss from bad volley counting, (e.g. having a salvo in flight after the target just died to the previous salvo.)


On a positive note, the Golem is great for blitzing Damsel in Distress.



I directly disagree with this player's view that the golem should be rigged to increase torpedo speed--they try to fly a golem like a T3, and I don't know if I believe they fly one at all.

use flare or rigor to increase the effectiveness of the charges, and put a 100mn on it.

missions spawn in pockets, so it's just a matter of straight-lining from one pocket to another.

not only is it great in damsels in distress, it is amazing with worlds collide rooms 2 and final room, as the pockets are at warp-in. they can't run from you in time, it's a torpedo murderfest.

Machariel is great, but if you want to salvage or loot at all, you're going to want a marauder.

i'm currently in minmatar space grinding missions, so aside from the support frigs and cruisers I've stuffed in the orca, I brought a marchariel, a nightmare, and a golem. the golem is the only marauder I can fly. I know from missioning with a vargur pilot that the vargur is a beast.

Eternal Error wrote:
[Golem, mission]
Caldari Navy Ballistic Control System
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Pith C-Type Kinetic Deflection Field
Target Painter II
Pith C-Type Thermic Dissipation Field
Pith B-Type Large Shield Booster
100MN Afterburner II
Target Painter II
Shield Boost Amplifier II

Torpedo Launcher II, Inferno Torpedo
Torpedo Launcher II, Inferno Torpedo
Torpedo Launcher II, Inferno Torpedo
Torpedo Launcher II, Inferno Torpedo
Small Tractor Beam II
Small Tractor Beam II
Salvager II

Large Hydraulic Bay Thrusters I
Large Rocket Fuel Cache Partition I


Hammerhead II x5


This is a basic fit (with light drones, don't know why they didn't paste). Pimp what you want.


I agree with this, mostly. I've moved shield reps and target painters to my basilisk. also: i also use a 100mn mwd. its rep bonus is beastly, and if you're going to solo you have accepted there will be some difficulty by now--it is that you will want an aggressive, 100mn AB/cap injector/xl shield boost setup--use the cargo space to hold the cap charges.
Rain6637
GoonWaffe
Goonswarm Federation
#11 - 2012-12-29 04:26:32 UTC  |  Edited by: Rain6637
here's the thing about the golem, and why it's not ... really... appropriate to compare it to ships that are not marauders:

it's for the player who wants to loot and salvage without hopping into a noctis. understandably, and in fairness, a machariel will kill things faster.

when you have ships that are specialized for a task, they're going to be better at a job than one ship trying to handle multiple roles.

separate a golem into its parts: a salvager and a battleship, and you have a noctis and full-dps battleship.

separate it even further, and you have a dps battleship, a logistics ship(in my case, a basilisk), and a noctis. (a dps battleship that is neither responsible for its own reps NOR cap.)

so just keep that in mind. the golem is not trying to be better than a T3, or a machariel.. possibly a vargur? but I would probably still pick the golem due to tracking disruption, certainly keep it, because it's the only missile marauder.

it's meant for the solo pilot who wants to kill, loot, and salvage effectively with one battleship. it saves ammo, too. hell, put cruises on it (which I've done), and turn it into a super raven.

//for fitting, maybe run 3 ballistic controls and 1 power diag, since the golem has gobs of dps already, and a power diag does quite a few nice things for the ship. either or.
stoicfaux
#12 - 2012-12-29 05:04:22 UTC
Rain6637 wrote:

I directly disagree with this player's view that the golem should be rigged to increase torpedo speed--they try to fly a golem like a T3, and I don't know if I believe they fly one at all.

use flare or rigor to increase the effectiveness of the charges, and put a 100mn on it.

Aha! There's the disconnect.

With TPs you can reach 100% damage on your torpedoes on every BC/BS target and most cruisers. If not, then there's normally enough overkill on the Golem's large volley to make up any shortfall.

TPs act as 30 to 60% rigor rigs, versus the 15-20% provided by actual rigor rigs. Taking the time to MWD into range isn't worth the time , cap, and powergrid when you can just make your torpedoes do the walking.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Eternal Error
Doomheim
#13 - 2012-12-29 05:22:14 UTC  |  Edited by: Eternal Error
Rain6637 wrote:
stuff

MWD is a bad idea on an active tank fit (not sure if you were referring to using MWD with or without the basi?) due to the cap penalty. I'd wager it's not even close to viable without at least a B-type MWD. Additionally, there are VERY few missions where that kind of speed is necessary.

As for using flare or rigor catalysts, the best this gets you is dropping one TP. It's really not worth it. You might be able to go one flare catalyst/one missile velocity rig with maxed skills (for the TP bonuses) an mwd fit, and t2 range rigs, but I'm really not convinced it's worth it.

EDIT: I also have no idea where you find the PG for mwd+injector+xl booster.
Funky Lazers
Funk Freakers
#14 - 2012-12-29 09:32:14 UTC
Rain6637 wrote:
I would probably still pick the golem due to tracking disruption, certainly keep it, because it's the only missile marauder.


I would not. TDs are going to affect missiles in the next patch or sooner.
After the change Golem will be totaly trash.

Rain6637 wrote:
//for fitting, maybe run 3 ballistic controls and 1 power diag, since the golem has gobs of dps already, and a power diag does quite a few nice things for the ship. either or


Lol! to apply this DPS you need TPs. If you don't use at least 2 TPs your missiles are useless.
If you use more than 3 TPs you have no room for MWD.
Or do you tank your Golem with 1 hardener and 1 SB? Why not? Golem has some good tank already!

Rain6637 wrote:
lalala useless stuff, rigor


After this I started to think you never flown a Golem.


Lol man, I love your bullsh!t.

Whatever.

Sandra Vellocet
Extended Industries
#15 - 2012-12-29 09:48:15 UTC
Funky Lazers wrote:
Rain6637 wrote:
I would probably still pick the golem due to tracking disruption, certainly keep it, because it's the only missile marauder.


I would not. TDs are going to affect missiles in the next patch or sooner.
After the change Golem will be totaly trash.


You better be wrong about that...
Rain6637
GoonWaffe
Goonswarm Federation
#16 - 2012-12-29 14:19:09 UTC
the golem doesn't do its own target painting--i moved that to the basilisk along with reps and cap, so i guess ... my case is isolated.

did i mention i run my own gang? so not only do my fittings have the lopsided nature of mission running ships, but the roles are redistributed. my battleships get 1 full-time L cap transfer and L shield transport. my golem and mach MWD all over the damn place

the last time I ran the golem without support was never. so **** me in the goat ***, maybe I'm just out of touch.
stoicfaux
#17 - 2012-12-29 16:06:49 UTC
Funky Lazers wrote:

Or do you tank your Golem with 1 hardener and 1 SB? Why not? Golem has some good tank already!

5 TPs + 2 slot tank does work on quite a few missions, at least in Angel space. Fortunately, with Retribution, you don't really need to do that anymore.

Also, this guy: http://eve.battleclinic.com/loadout/42705-Golem-Angel-Screams.html

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Funky Lazers
Funk Freakers
#18 - 2012-12-29 21:48:18 UTC
stoicfaux wrote:
Funky Lazers wrote:

Or do you tank your Golem with 1 hardener and 1 SB? Why not? Golem has some good tank already!

5 TPs + 2 slot tank does work on quite a few missions, at least in Angel space. Fortunately, with Retribution, you don't really need to do that anymore.

Also, this guy: http://eve.battleclinic.com/loadout/42705-Golem-Angel-Screams.html


The thing is: 3rd TP increases sig by 34%; 4th - 16% and 5th by 6% if you use Republic Fleet TPs with perfect skills.

My question is, what's the point of 5 TPs? Extra 22% is just nothing if the cost is 2 med slots.

Anyways I actually never thought people could even think about 5 TPs or absence of Hydraulic Bay Thrusters rigs.
So absurd.

It is good there is no way you can fit guns on a Golem or people might actually try this.

Whatever.

stoicfaux
#19 - 2012-12-29 22:39:31 UTC
Funky Lazers wrote:

My question is, what's the point of 5 TPs? Extra 22% is just nothing if the cost is 2 med slots.

Anyways I actually never thought people could even think about 5 TPs or absence of Hydraulic Bay Thrusters rigs.
So absurd.

It is good there is no way you can fit guns on a Golem or people might actually try this.

The Five TPs fit is (was) primarily to help with TP juggling. If you have to wait on TPs to finish cycling before you can fire at a new target, then you're losing DPS. For example, you would slap three on a cruiser and once the killing volley is in flight, you would slap the remaining two TPs on a BC so you could fire immediately. (Volley counting is implied.) And with that many TPs, you had some wiggle room when the target was in falloff range of the TPs.

If TP cycle times were cut from ten seconds to five seconds, then it wouldn't really be an issue. Plus post retribution, a Golem shouldn't need more than 1 TP for battleships and 2 TPs for most cruisers.


Finally, as per the "Angel Screams" write up, five TPs lets you kill frigates faster than your drones can.


As for the absence of Hydraulic Bay Thrusters, yeah, that's pretty stupid. But the person who suggested it also multi-boxes with three ships (Mach, Golem and Basilisk,) so the "no Bay Thrusters" comment can be ignored since it's used in an odd scenario. (Why that person isn't instead using three gun DPS ships to clear missions is a question for another day.)

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Funky Lazers
Funk Freakers
#20 - 2012-12-30 10:28:36 UTC
stoicfaux wrote:
Funky Lazers wrote:

My question is, what's the point of 5 TPs? Extra 22% is just nothing if the cost is 2 med slots.

Anyways I actually never thought people could even think about 5 TPs or absence of Hydraulic Bay Thrusters rigs.
So absurd.

It is good there is no way you can fit guns on a Golem or people might actually try this.

The Five TPs fit is (was) primarily to help with TP juggling. If you have to wait on TPs to finish cycling before you can fire at a new target, then you're losing DPS. For example, you would slap three on a cruiser and once the killing volley is in flight, you would slap the remaining two TPs on a BC so you could fire immediately. (Volley counting is implied.) And with that many TPs, you had some wiggle room when the target was in falloff range of the TPs.

If TP cycle times were cut from ten seconds to five seconds, then it wouldn't really be an issue. Plus post retribution, a Golem shouldn't need more than 1 TP for battleships and 2 TPs for most cruisers.


Yeah, it might be a good way to use TPs like that, if you can.

IMO TPs is not the only problem that kills Golem performance. There are many others.

stoicfaux wrote:
As for the absence of Hydraulic Bay Thrusters, yeah, that's pretty stupid. But the person who suggested it also multi-boxes with three ships (Mach, Golem and Basilisk,) so the "no Bay Thrusters" comment can be ignored since it's used in an odd scenario. (Why that person isn't instead using three gun DPS ships to clear missions is a question for another day.)


Few days ago some guy asked me how to fit a Scorpion for missions. My thoughts were he was talking about Navy one.
When I linked him my fit he said that my ship is a Navy Scorp and he wants a Scorpion one.

The guy wanted to ECM tank and so on.

I wonder what is more stupid, no Hydraulic Bay Thrusters on a Golem or using Scorp for missions Big smile


Whatever.